Man in the Desert

Oliver Cross's page

148 posts. Alias of Big OM.




Some time ago we discussed a game in my group where you would play both acolyte and space marine, in different times though. The space marine game would be set a couple of thousand years before the acolyte game and events would be linked. Our initial thoughts where Deathwatch and acolytes of and Ordo Xenos inquisitor but it could also be done with Greyknights and Ordo Malleus. Let me know what your thoughts are.

In regards to mechanics I am open to either point buy or rolling, I am leaning most towards points buy.

Note three things if I do run the game
1. My knowledge of the 40k setting isn't good. I know some but have some rather large holes.

2. My posting is somewhat change sometimes 2-3 times a day other 2-3 days apart depending on my work. I am not always able to tell in advance.

3. I expect any players to post within 1 day after my last post.


I am not sure if this is the right forum but here it goes.

I have been watching the musketeers lately and thought a campaign set in the late 16 century would be a fun way to use alchemists and gunslingers, 2 classes I normally don't like.

My thought were to convert way of the wicked, but twist it a little and allow for good players.

Do you have any thoughts or suggestions. Perhaps some of yo have experiences of what to watch out for?


All right lets get this rolling.

In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long-term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

Just to clear a few pointers I have experienced with the previous groups. You are along in your cell the only other creature is an ogre in the cell next to you. Your feet are chained to the same chain with a single lock keeping it there while your arms are secured separately to the wall. Here is a map the dots are bars. Any questions?


First of all welcome to the campaign. You are going to have a though run as you are only four compared to the five in the other two campaigns, but I need to know how this affects the campaign, so be smart.

Now is the time to make the last changes if you have any before we begin. The gameplay thread might be up tomorrow, but I doubt it. Tuesday is a better guess as I have an important exam fast approaching.

Any questions?


This is my 3rd recruitment for Way of the Wicked, I really like this campaign and hope to play it as a player one day myself, so other gms out there hint, hint. A few things have changed for this recruitment compared to the previous two. It is now point buy and no starting undead. I am doing this to find out what will be best for my real life group.

Two points before you read any further. One this is yet another trial run before I run this in real life, so be prepared for the occasional error. Two read the posting requirements and agree to them before applying.

Campaign introduction:
The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honourably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.

There is a player's guide located HERE that is free to download.

Campaign Notes:

Talingarde is a virtuous kingdom that has all but rooted out the worship of Asmodeus more than 20 years ago. For this campaign the only two gods of note are Mitra and Asmodeus. There are minor deities and outsiders that serve both gods and are worshiped by some.

Mitra, the Shining Lord, is the god of the sun, bravery, honor, justice, charity. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

Asmodeus is the most powerful creature in all of Hell; his origins are lost in the first moments of time, and those who may have glimpsed the truth in such heretical texts as the Book of the Damned are loath to speak of them. He is the unquestioned lord of Hell, one of the oldest and strongest beings in existence. His schemes are intricate and myriad, and his patience spans eons. He is the keeper of cold order, a dark and lawful majesty who has no need to exaggerate his pedigree.

Talingarde has on its border to the north a savage region they have been unable to tame. Instead they have built a series of watchtowers that defend the south from any trouble coming from the north. So far this has been successful.

Posting Requirements:
I am going to hold you to a double standard here. I will try and post once a day, but will likely not be able to. However I expect you to post within a day of my latest post during the week and within 2 days during the weekend.

Character Creation:

Level: Everyone will begin at 1st level

Ability Scores: 25 points point buy

Races: All Paizo races are allowed but know that I am strongly favouring races from the Core book. If you choose a non-core race please consider that Talingarde is predominantly human with some elves, dwarves, and half-elfs so any other races are rare and will stick out in Talingarde. You will have options to hide who are are no matter what race as time goes on so don't let that scare you off, but be aware of it.

Alignment Restrictions: You can be either Lawful Evil or Neutral Evil. Certain classes may have restrictions beyond this.

Classes: No Paladins, Summoners, Gunslingers, Ninjas or Samurais. All other classes, prestige classes and archetypes from any Paizo source is allowed, though there.

The Anti-paladin has to be a follower of Asmodeus and is Lawful Evil. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment. Also, an anti-paladin uses their fiendish boon to add the ‘axiomatic’ property to a weapon.

Assassins can be a great choice for this campaign. Subtle killing can potentially be useful again and again.

Barbarians can be a good choice, but have to be neutral evil. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate.

Clerics and Inquisitors must worship Asmodeus. All clerics of Asmodeus can spontaneously cast Infernal Healing (Spell Levels 1-3) and Greater Infernal healing. (Spell Level 4 and 5). Each Spell level of infernal healing adds a minute to its duration. A third level Infernal healing would heal 1 hp/round for 3 minutes

Druids must be neutral evil but you must decide why such a character would ever join an organization that honours a lawful evil god.

Monks have to be lawful evil.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favoured enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Traits: You get two traits, one will be your crime (see below) the other can be any Paizo trait. The fluff of a trait can be changed to something more appropriate as long as the mechanics are the same.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.

Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not have their animal companion with them as it was slain during their capture.

Inquisitors and Oracles lack their holy symbol if they need one.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Crimes of the Forsaken:

Every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are in Branderscar because you deserve to be.

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Arson: You have wilfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Asmodeus.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (Arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonour the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honourable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honourable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honour. Now, duelling of any sort is punished severely. Duelling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you have attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labour in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labour in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labour in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonour a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honour this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labour in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have wilfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when travelling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Background/Fluff:

Make sure to weave your traits, personality and motivations into your background. I would also like to see some personal goals and why you would want Talingarde brought to its knees.

After the group has been chosen there can be some re-writes for fitting in with the others or I may make some suggestions.

At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Recruitment Timeline:

Recruitment will last at least until Wednesday the 17th of April. I may send out questions about your submissions. I might also close recruitment earlier if there are many submissions. You will be informed at least 24 hours in advance.

Here are a Additional choices for the villains!

Archetypes:

Few are willing to sign the contract, penned in their own blood, turning their immortal soul over to Asmodeus in return for power, but those that do find that the benefits are well worth the cost. While they can expect an eternity of torment in the afterlife, they gain untold power in their mortal lives, but each year brings them closer to damnation. It is then no surprise that they wield their gifts with almost reckless abandon, hoping to impress their dark lord with untold acts of cruelty and tyranny. It is a fool’s hope, however, since Asmodeus is not easily swayed by such acts, and there is a high price to pay for his favour.

Lord of Darkness (Antipaladin Archetype)
Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to Asmodeus take on an even darker purpose, to bring the people under his unholy yoke. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread.

Aura of Obedience (Su): At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

Cruelty (Su): At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.
Commanded: The target must obey one order from the lord of darkness, as per the command spell.

At 9th level, he can select the following cruelty in place of the nauseated cruelty.
Charmed: The target is charmed by the lord of darkness, as per the charm monster spell. This effect lasts 1 round per three levels of the lord of darkness. The lord of darkness must have the commanded cruelty before selecting this cruelty.

Domination (Su): At 11th level, a lord of darkness can expend two uses of his smite good to make one living humanoid creature within 30 feet into his thrall, as dominate person. The target receives a Will save to negate this effect, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. If the creature fails its save, it obeys whatever commands the lord of darkness makes. The duration of this effect is permanent, but the target receives a new saving throw each day to end the effect. A lord of darkness cannot have more than one thrall in this way at a time. If he ever dominates another creature, the previous thrall is immediately freed from this effect. This ability replaces aura of vengeance.

Unholy Barrister (Cleric Archetype) Will stack with Infernal Apostle
Wretched are the clerics that worship Asmodeus, but there are some among them that truly find a calling in the service of the unholy lord. These clerics, known as unholy barristers, are among the devil’s most powerful servants in the lands of the living, tirelessly working to enslave all who dare to oppose him.

Deity: The cleric must worship Asmodeus.

Domains: The cleric must have the Evil or Law domain.

Demanding Channel (Su): At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures.
Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus. In addition to the damage healed, creatures that swear loyalty gain the Devil’s Pact feat for a number of minutes equal to the cleric’s level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel. Regardless of when the power is used, the creature’s soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish . Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil’s Pact feat). This ability otherwise copies and replaces channel energy.

Soulbound Contract (Su): At 8th level, the unholy barrister can barter some of his power off to those who would serve Asmodeus. Using this ability is a standard action and it can only be used on a willing creature who is adjacent to the cleric. The creature must knowingly, and willingly, pledge his soul to Asmodeus to receive the benefits of this ability. The unholy barrister can grant the target a number of his spells, as if using imbue with spell ability , but without having to give up a 4th level spell slot. In addition, the cleric can transfer one use of his demanding channel to the target, regardless of the target’s total number of Hit Dice. Spells transferred and uses of demanding channel are lost by the cleric until used by the target and regained normally. As long as the target has any spells or uses of demanding channel remaining, it is surrounded by an aura of foul energy. It is treated as an evil creature for all spells and effects and if it dies while still possessing any spells or uses of demanding channel, its soul is bound by Asmodeus and it cannot be raised or resurrected by any mortal means. The unholy barrister cannot have more than one use of this ability active at a time and cannot use it again until the first target is slain or it uses up all of the granted spells and uses of demanding channel. The unholy barrister can use this ability once per day at 8th level, plus one additional time per day at 14th level. This ability replaces the 8th level ability gained by the Evil or Law domains. If the unholy barrister has both domains, he chooses with one to exchange for this ability.

Infernal Apostle (Cleric, Drow) Will stack with Unholy Barrister
The Infernal Apostle is an archetype of the cleric class, available to drow clerics who worship Asmodeus or an Arch Devil.
In order to survive the purgings in Talingarde, the drow threw in their lot with Arch Devils. Infernal Apostles gain magical insight from their diabolical lords to dominate enemies by channeling infernal energy.

Class Features
An Infernal Apostle has the following class features:

Infernal Magic
An Infernal Apostle must choose to channel negative energy, and must select either the Lawful or Evil domain or the Devil subdomain as their sole domain.

Infernal Familiar
At 1st level, an Infernal Apostle gains a familiar as a wizard equal to their cleric level, or if they already have a familiar, their cleric levels stack to determine the familiar's abilities.
At 3rd level, their familiar gains the fiendish template.
At 7th level, the Infernal Apostle exchanges their familiar for an Imp without the need to take the Improved Familiar feat.

Infernal Channel (Su)
At 1st level, an Infernal Apostle can channel energy infused with hellfire to damage creatures of chaotic and good alignment, or, at higher levels, bolster the abilities of lawful evil allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are chaotic or good take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled infernal energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Infernal Apostle's level + the Infernal Apostle's Charisma modifier. Chaotic Good creatures take a –2 penalty on this saving throw.
At 5th level, lawful evil allies within the burst are affected as if targeted by a heroism spell with a duration of 1 round. While under the influence of the spell, your allies also gain fire resist of 5 and all unholy or silver weapons do an additional 1d6 damage.
At 9th level, chaotic or good enemies are also sickened for 1d6 rounds if they fail their saving throw against the infernal channel. Channeling infernal energy is a standard action that does not provoke attacks of opportunity.
This ability replaces channel energy.

Torture Master (Inquisitor Archetype)
Inquisitors are ruthless when it comes to rooting out traitors and the unfaithful, usually employing means that others find distasteful at best, but the torture master takes pleasure from his work. Learning their arts from blasphemous texts devoted to Asmodeus, these inquisitors specialize in causing pain, and using that pain to further the ends of their infernal lord. For them rooting out traitors is not just a duty, it is a sacred privilege and causing pain is the tool that they use to accomplish their goals.

Torture (Ex): At 3rd level, a torture master can spend one minute to cause a helpless target an extreme amount of pain and anguish. The torture master must have adequate tools on hand to use this ability, such as knives, fire, whips, and other grisly torture implements. At the end of this minute, the target takes 1 point of damage per level of the torture master and must make a Will save with a DC of 10 + 1/2 the torture master’s level + the torture master’s Wisdom modifier. The DC of this saving throw increases by +1 for each consecutive use of this ability. If the target fails his saving throw, he must truthfully answer any one question asked by the torture master that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This ability replaces solo tactics.

Lingering Pain (Ex): At 3rd level, whenever a torture master uses his torture ability on a target, that target gains a condition that lasts for a number of minutes equal to the torture master’s level. The torture master must select one of the following conditions at 3rd level and every three levels thereafter. Whenever he tortures a creature, he can select the condition he wants to apply to the target.

Fatigued: The target is fatigued.

Shaken: The target gains the shaken condition.

Sickened: The target gains the sickened condition.

At 9th level, he adds the following conditions to the list of those that can be selected.

Exhausted: The target is exhausted. The torture master must have selected the fatigued condition before selecting this condition.

Frightened: The target is frightened. The torture master must have selected the shaken condition before selecting this condition.

Nauseated: The target is nauseated. The torture master must have selected the fatigued condition before selecting this condition.

Staggered: The target is staggered.

This ability replaces any teamwork feat ability and all additional teamwork feats the torture master might gain.

Torture Touch (Su): At 14th level, a torture master gains the ability to use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of damage and must make a Will save to avoid answering a question as normal. This also allows the torture master to apply one of his conditions from lingering pain to the target, but the effects only last for 1 round per level of the torture master (instead of the usual 1 minute per level). The torture master can use this ability once per day at 14th level, plus one additional time per day for every two levels beyond 14th. This ability replaces exploit weakness.

Hand of Tyranny (Monk Archetype)
Those who find themselves heeding the call of self-perfection sometimes turn to Asmodeus to help the overcome their failings. Unfortunately, his dark gifts often twist the thoughts and goals of the wielder, turning them into an instrument of tyranny.

Unholy Command (Su): At 1st level, whenever a hand of tyranny makes an unarmed strike, he can decide to add an unholy command to the attack. If the attack hits, the target must make Will save, with a DC equal to 10 + 1/2 the hand of tyranny’s character level + the hand of tyranny’s Wisdom modifier. If the saving throw fails, the target must obey the order, as if a command spell was cast upon the target. The hand of tyranny can use this ability a number of times per day equal to his level. Using this ability is a free action. At 8th level, this order instead works like the spell suggestion . This ability replaces stunning fist.

Pain Touch (Su): At 7th level, a hand of tyranny can touch a living creature, causing it to become wracked with pain. Using this ability is a standard action that requires a melee touch attack. If successful the target is nauseated for 1 round and then sickened for a number of rounds equal to the hand of tyranny’s level. A successful Fortitude save, with a DC of 10 + 1/2 the hand of tyranny’s level + the hand of tyranny’s Wisdom modifier, reduces this effect to sickened for one round. Using this ability consumes 2 points from the hand of tyranny’s ki pool. This ability replaces wholeness of body.

Tongue of Lies (Ex): At 17th level, a hand of tyranny receives a +10 competence bonus on any Bluff skill check made to lie. Any lie he tells cannot be detected via detect lies , zone of truth , or similar spells. This ability replaces tongue of the sun and moon.

Prestige classes:

Assassin, Diabolist, Hellknight, Hellknight Signifier, and Red Mantis Assassin are all Prestige classes that could work with some lore tweaking.

Asmodeus Feats:

The wicked have a variety of tools at their disposal to bring pain and misery to those around them. These feats are just some of the options they gain from their service to Asmodeus.

Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.

Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GM interpretation).

Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.

Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creatures that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pack one additional time per day.

[/b]Devil’s Pact[/b]
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.

Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefit: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.

Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.

Firebrand (Combat)
You can make use of a torch as a deadly, macelike weapon.

Prerequisite: Worshiper of Asmodeus

Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.

Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Ignore Pain
You are familiar with pain, and have become adept at ignoring when needed.

Prerequsite: Toughness

Benefit: Whenever you have the sickened condition, you only take a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Whenever you have the nauseated condition, you can take a move action and a standard action, but take a –4 penalty on any check associated with an action that requires a standard to complete (such as attack rolls, weapon damage rolls, some skill checks, caster level checks, and so on). When nauseated, you cannot take full-round actions.

Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.

Ordered Mind
Your study of Hell's laws improves your counterspells.

Prerequisites: Caster level 7th, lawful alignment, worshiper of Asmodeus.

Benefit: You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent’s spell is equal to 20 + the spell level of the opponent’s spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe’s spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe’s spell.

Priest’s Pact
You have devoted your divine talents to serve the will of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: You can call on the power of the Devil’s Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell’s level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil’s Pact one additional time per day.

Name unknown
You can consume the soul of a dying creature to heal the unholy.

Prerequisites: Channel negative energy 2d6, evil alignment.

Benefit: Whenever you make a coup de grace against a living creature, you can spend one use of your channel negative energy class feature as a swift action. If the creature dies and has at least as many Hit Dice as the number of dice you roll for channel negative energy, the channel heals all evil creatures (living and undead) within a 30-foot burst instead of its normal effect. If the creature does not have enough Hit Dice, the channel energy attempt is wasted.

Unholy Spell (Metamagic)
You can enhance your spells with the power of Asmodeus, making them more deadly to those who oppose his infernal will.

Benefit: An unholy spell has a different function depending on the target. Good creature’s take a –2 penalty on any saving throws made against an unholy spell, while evil creatures gain a +2 bonus on such saving throws.
In addition, if the spell deals damage, half the damage is considered unholy damage, which bypasses any resistances the target might possess. If the saving throw reduces the damage, if halves the unholy damage and the normal damage. An unholy spell takes up a spell slot one level higher than the spell’s actual level.

Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.

Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.


In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed
the great and eternal love of Mitra and his chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

Branderscar Prison

Your current residence. You are in 18a


Welcome to the game. I try and get the game thread up tomorrow.

If you have any questions about your characters lets take them now. I have some nagging feeling I might have missed some question from one of you.


I know a lot of you have applied to WotW campaigns and not been accepted, heck I am there my self. I have just started a WotW campaign and realised I could reuse a lot of the preparation, so to give 4-5 players the WotW experience here is another recruitment. I hope to see many of you who submitted to my previous recruitment, if you do feel free to submit the same character again or make a new one.

As before: read the posting requirements and agree to them before applying.

Campaign introduction:
The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honorably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.

There is a player's guide located HERE that is free to download.

Campaign Notes:

Talingarde is a virtuous kingdom that has all but rooted out the worship of Asmodeus more than 20 years ago. For this campaign the only two gods of note are Mitra and Asmodeus. There are minor deities and outsiders that serve both gods and are worshiped by some.

Mitra, the Shining Lord, is the god of the sun, bravery, honor, justice, charity. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

Asmodeus is the most powerful creature in all of Hell; his origins are lost in the first moments of time, and those who may have glimpsed the truth in such heretical texts as the Book of the Damned are loath to speak of them. He is the unquestioned lord of Hell, one of the oldest and strongest beings in existence. His schemes are intricate and myriad, and his patience spans eons. He is the keeper of cold order, a dark and lawful majesty who has no need to exaggerate his pedigree.

Talingarde has on its border to the north a savage region they have been unable to tame. Instead they have built a series of watchtowers that defend the south from any trouble coming from the north. So far this has been successful.

Posting Requirements:

I am going to hold you to a double standard here. I will try and post once a day, but will likely not be able to. However I expect you to post within a day of my latest post during the week and within 2 days during the weekend.

Character Creation:

Level: Everyone will begin at 1st level

Ability Scores: Ability Scores will be determined by the Focus/Foible system. Under the Focus/Foible system, each player will choose one stat to be an 18 (the Focus), and another to be an 8 (the Foible). Afterwards, each stat will be rolled in order by a 1d10+7 roll.

Races: All Paizo races are allowed but know that I am strongly favouring races from the Core book. If you choose a non-core race please consider that Talingarde is predominantly human with some elves, dwarves, and half-elfs so any other races are rare and will stick out in Talingarde. You will have options to hide who are are no matter what race as time goes on so don't let that scare you off, but be aware of it.

Alignment Restrictions: You can be either Lawful Evil or Neutral Evil. Certain classes may have restrictions beyond this.

Classes: No Paladins, Summoners, Gunslingers, Ninjas or Samurais. All other classes, prestige classes and archetypes from any Paizo source is allowed, though there. Also in the campaign tab there are prestige classes and archetypes that will fit the theme for this campaign. (as well as a path to become a lich or vampire)

The Anti-paladin has to be a follower of Asmodeus and is Lawful Evil. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment. Also, an anti-paladin uses their fiendish boon to add the ‘axiomatic’ property to a weapon.

Assassins can be a great choice for this campaign. Subtle killing can potentially be useful again and again.

Barbarians can be a good choice, but have to be neutral evil. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate.

Clerics and inquisitors must worship Asmodeus. All clerics of Asmodeus can spontaneously cast Infernal Healing (Spell Levels 1-3) and Greater Infernal healing. (Spell Level 4 and 5). Each Spell level of infernal healing adds a minute to its duration A third level Infernal healing would heal 1 hp/round for 3 minutes

Druids must be neutral evil but you must decide why such a character would ever join an organization that honors a lawful evil god.

Monks have to be lawful evil.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Traits: You get two traits, one will be your crime (see below) the other can be any Paizo trait. The fluff of a trait can be changed to something more appropriate as long as the mechanics are the same.

Feats: As normal, no bonus feats or anything.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.

Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not have their animal companion with them as it was slain during their capture.

Inquisitors and Oracles lack their holy symbol if they need one.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Crimes of the Forsaken:

Every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are in Branderscar because you deserve to be.

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Asmodeus.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labor in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Background/Fluff:

Make sure to weave your traits, personality and motivations into your background. I would also like to see some personal goals and why you would want Talingarde brought to its knees.

After the group has been chosen there can be some re-writes for fitting in with the others or I may make some suggestions.

At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Recruitment Timeline:

I do not know, it depends on the number of submission and the quality. I will give at least a 24 hours notice. Realisticly you can expect some time during the middle of next week.

Here are a Additional choices for the aspiring villains!

Archetypes:

Few are willing to sign the contract, penned in their own blood, turning their immortal soul over to Asmodeus in return for power, but those that do find that the benefits are well worth the cost. While they can expect an eternity of torment in the afterlife, they gain untold power in their mortal lives, but each year brings them closer to damnation. It is then no surprise that they wield their gifts with almost reckless abandon, hoping to impress their dark lord with untold acts of cruelty and tyranny. It is a fool’s hope, however, since Asmodeus is not easily swayed by such acts, and there is a high price to pay for his favor.

Lord of Darkness (Antipaladin Archetype)
Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to Asmodeus take on an even darker purpose, to bring the people under his unholy yoke. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread.

Aura of Obedience (Su): At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

Cruelty (Su): At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.
Commanded: The target must obey one order from the lord of darkness, as per the command spell.

At 9th level, he can select the following cruelty in place of the nauseated cruelty.
Charmed: The target is charmed by the lord of darkness, as per the charm monster spell. This effect lasts 1 round per three levels of the lord of darkness. The lord of darkness must have the commanded cruelty before selecting this cruelty.

Domination (Su): At 11th level, a lord of darkness can expend two uses of his smite good to make one living humanoid creature within 30 feet into his thrall, as dominate person. The target receives a Will save to negate this effect, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. If the creature fails its save, it obeys whatever commands the lord of darkness makes. The duration of this effect is permanent, but the target receives a new saving throw each day to end the effect. A lord of darkness cannot have more than one thrall in this way at a time. If he ever dominates another creature, the previous thrall is immediately freed from this effect. This ability replaces aura of vengeance.

Unholy Barrister (Cleric Archetype) Will stack with Infernal Apostle
Wretched are the clerics that worship Asmodeus, but there are some among them that truly find a calling in the service of the unholy lord. These clerics, known as unholy barristers, are among the devil’s most powerful servants in the lands of the living, tirelessly working to enslave all who dare to oppose him.

Deity: The cleric must worship Asmodeus.

Domains: The cleric must have the Evil or Law domain.

Demanding Channel (Su): At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures.
Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus. In addition to the damage healed, creatures that swear loyalty gain the Devil’s Pact feat for a number of minutes equal to the cleric’s level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel. Regardless of when the power is used, the creature’s soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish . Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil’s Pact feat). This ability otherwise copies and replaces channel energy.

Soulbound Contract (Su): At 8th level, the unholy barrister can barter some of his power off to those who would serve Asmodeus. Using this ability is a standard action and it can only be used on a willing creature who is adjacent to the cleric. The creature must knowingly, and willingly, pledge his soul to Asmodeus to receive the benefits of this ability. The unholy barrister can grant the target a number of his spells, as if using imbue with spell ability , but without having to give up a 4th level spell slot. In addition, the cleric can transfer one use of his demanding channel to the target, regardless of the target’s total number of Hit Dice. Spells transferred and uses of demanding channel are lost by the cleric until used by the target and regained normally. As long as the target has any spells or uses of demanding channel remaining, it is surrounded by an aura of foul energy. It is treated as an evil creature for all spells and effects and if it dies while still possessing any spells or uses of demanding channel, its soul is bound by Asmodeus and it cannot be raised or resurrected by any mortal means. The unholy barrister cannot have more than one use of this ability active at a time and cannot use it again until the first target is slain or it uses up all of the granted spells and uses of emanding channel. The unholy barrister can use this ability once per day at 8th level, plus one additional time per day at 14th level. This ability replaces the 8th level ability gained by the Evil or Law domains. If the unholy barrister has both domains, he chooses with one to exchange for this ability.

Infernal Apostle (Cleric, Drow) Will stack with Unholy Barrister
The Infernal Apostle is an archetype of the cleric class, available to drow clerics who worship Asmodeus or an Arch Devil.
In order to survive the purgings in Talingarde, the drow threw in their lot with Arch Devils. Infernal Apostles gain magical insight from their diabolical lords to dominate enemies by channeling infernal energy.

Class Features
An Infernal Apostle has the following class features:

Infernal Magic
An Infernal Apostle must choose to channel negative energy, and must select either the Lawful or Evil domain or the Devil subdomain as their sole domain.

Infernal Familiar
At 1st level, an Infernal Apostle gains a familiar as a wizard equal to their cleric level, or if they already have a familiar, their cleric levels stack to determine the familiar's abilities.
At 3rd level, their familiar gains the fiendish template.
At 7th level, the Infernal Apostle exchanges their familiar for an Imp without the need to take the Improved Familiar feat.

Infernal Channel (Su)
At 1st level, an Infernal Apostle can channel energy infused with hellfire to damage creatures of chaotic and good alignment, or, at higher levels, bolster the abilities of lawful evil allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are chaotic or good take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled infernal energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Infernal Apostle's level + the Infernal Apostle's Charisma modifier. Chaotic Good creatures take a –2 penalty on this saving throw.
At 5th level, lawful evil allies within the burst are affected as if targeted by a heroism spell with a duration of 1 round. While under the influence of the spell, your allies also gain fire resist of 5 and all unholy or silver weapons do an additional 1d6 damage.
At 9th level, chaotic or good enemies are also sickened for 1d6 rounds if they fail their saving throw against the infernal channel. Channeling infernal energy is a standard action that does not provoke attacks of opportunity.
This ability replaces channel energy.

Torture Master (Inquistor Archetype)
Inquisitors are ruthless when it comes to rooting out traitors and the unfaithful, usually employing means that others find distasteful at best, but the torture master takes pleasure from his work. Learning their arts from blasphemous texts devoted to Asmodeus, these inquisitors specialize in causing pain, and using that pain to further the ends of their infernal lord. For them rooting out traitors is not just a duty, it is a sacred privilege and causing pain is the tool that they use to accomplish their goals.

Torture (Ex): At 3rd level, a torture master can spend one minute to cause a helpless target an extreme amount of pain and anguish. The torture master must have adequate tools on hand to use this ability, such as knives, fire, whips, and other grisly torture implements. At the end of this minute, the target takes 1 point of damage per level of the torture master and must make a Will save with a DC of 10 + 1/2 the torture master’s level + the torture master’s Wisdom modifier. The DC of this saving throw increases by +1 for each consecutive use of this ability. If the target fails his saving throw, he must truthfully answer any one question asked by the torture master that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This ability replaces solo tactics.

Lingering Pain (Ex): At 3rd level, whenever a torture master uses his torture ability on a target, that target gains a condition that lasts for a number of minutes equal to the torture master’s level. The torture master must select one of the following conditions at 3rd level and every three levels thereafter. Whenever he tortures a creature, he can select the condition he wants to apply to the target.

Fatigued: The target is fatigued.

Shaken: The target gains the shaken condition.

Sickened: The target gains the sickened condition.

At 9th level, he adds the following conditions to the list of those that can be selected.

Exhausted: The target is exhausted. The torture master must have selected the fatigued condition before selecting this condition.

Frightened: The target is frightened. The torture master must have selected the shaken condition before selecting this condition.

Nauseated: The target is nauseated. The torture master must have selected the fatigued condition before selecting this condition.

Staggered: The target is staggered.

This ability replaces any teamwork feat ability and all additional teamwork feats the torture master might gain.

Torture Touch (Su): At 14th level, a torture master gains the ability to use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of damage and must make a Will save to avoid answering a question as normal. This also allows the torture master to apply one of his conditions from lingering pain to the target, but the effects only last for 1 round per level of the torture master (instead of the usual 1 minute per level). The torture master can use this ability once per day at 14th level, plus one additional time per day for every two levels beyond 14th. This ability replaces exploit weakness.

Hand of Tyranny (Monk Archetype)
Those who find themselves heeding the call of self-perfection sometimes turn to Asmodeus to help the overcome their failings. Unfortunately, his dark gifts often twist the thoughts and goals of the wielder, turning them into an instrument of tyranny.

Unholy Command (Su): At 1st level, whenever a hand of tyranny makes an unarmed strike, he can decide to add an unholy command to the attack. If the attack hits, the target must make Will save, with a DC equal to 10 + 1/2 the hand of tyranny’s character level + the hand of tyranny’s Wisdom modifier. If the saving throw fails, the target must obey the order, as if a command spell was cast upon the target. The hand of tyranny can use this ability a number of times per day equal to his level. Using this ability is a free action. At 8th level, this order instead works like the spell suggestion . This ability replaces stunning fist.

Pain Touch (Su): At 7th level, a hand of tyranny can touch a living creature, causing it to become wracked with pain. Using this ability is a standard action that requires a melee touch attack. If successful the target is nauseated for 1 round and then sickened for a number of rounds equal to the hand of tyranny’s level. A successful Fortitude save, with a DC of 10 + 1/2 the hand of tyranny’s level + the hand of tyranny’s Wisdom modifier, reduces this effect to sickened for one round. Using this ability consumes 2 points from the hand of tyranny’s ki pool. This ability replaces wholeness of body.

Tongue of Lies (Ex): At 17th level, a hand of tyranny receives a +10 competence bonus on any Bluff skill check made to lie. Any lie he tells cannot be detected via detect lies , zone of truth , or similar spells. This ability replaces tongue of the sun and moon.

Prestige classes:

Assassin, Diabolist, Hellknight, Hellknight Signifier, and Red Mantis Assassin are all Prestige classes that could work with some lore tweaking.

Path of the Lich:

Unlike Vampirism, lichdom is always a choice. No one has ever accidentally started down the road of lichdom.

The traditional road to lichdom is a three step process:

Step One: The Secret of Immortality

There is no such thing as a “typical lich”. Everyone who takes this journey does it on their own terms. The first step along this road is deciding that it is something the character wants and then finding the method.

In Way of the Wicked adventure path a method is provided to do this. In other campaigns, there may be divergent methods. Perhaps ancient moldering scrolls left behind by a malevolent witch-king related the method so that his minions may join him in wicked immortality.

Whatever the method, finding the secret of lichdom is always a plot moment. It never occurs accidentally but rather when a Game Master agrees that a lich would be appropriate to the campaign.

There are three ironclad requirements that must be met in addition to finding the secret. First, the seeker must be able to cast 5th level arcane or divine spells, they must not have necromancy as a prohibited school (if an arcane caster) or as an abomination of their faith (if a divine caster) and they must be evil. There is no such thing as a good or neutral lich. Why that is will become apparent soon.

Step Two: The Crafting of the Phylactery

Every lich needs a phylactery and this is by far the most time-consuming part of the ritual. The lich must possess the craft wondrous item feat or have an assistant with the feat willing to aid him. The phylactery takes 120 days and 120,000 gp in materials. There is a magical item that will decrease the time (see the onyx chalice) but nothing can decrease the cost.

Once the phylactery is crafted, it is a dangerous item for a wizard to possess. The phylactery counts as part of his own flesh for the purpose of scrying. Anyone who possesses the unfinished phylactery can cast spells against the maker with greater efficacy. The maker takes a -2 penalty to any such spell. Further if the phylactery is destroyed not only is all that work lost, but the maker takes 6d6 damage thanks to the close bond to the object.

Step Three: The Self-Excruciation Ritual

Finally the lich is ready to perform the ritual of self-excruciation. This long and arduous ritual takes 24 hours of elaborate chanting and invoking. It begins at midnight and ends at midnight the next day.

The great culmination of the ritual is the ritual suicide of the seeker. If everything has been done correctly, the seeker will rejuvenate and rise from his own death beside the phylactery. If there are any flaws in the phylactery then the ritual of self-excruciation is merely a particularly morbid and elaborate form of suicide.

Obviously this ritual is a moment of terrible vulnerability for the caster. They must have trusted agents and a base to carry out this ritual. The best time to destroy a ich is when it is first created. After that, they are almost indestructible.

Many versions of the lichdom ritual require that the caster not die alone. Some versions require the sacrifice of an immortal creature or a celestial. Some require the sacrifice of one whom the caster loved at some point in his life in order to cut his connection to mortality. Some require the sacrifice of one to three “escorts” who will, with their own deaths, distract the Harvester of Souls long enough for the lich’s soul to move into the phylactery. And some of the rituals are content merely for the caster cut out his own heart and place it within the phylactery itself.

One thing binds all lichdom rituals together – they are grisly, they are bloody and they are thoroughly evil. After 1d10 days the lich reforms and is reborn into undeath.

Once the ritual is finished, the lich must use of one its feats to gain the special feat “Lich”. If the caster has no free feats, then the next time they gain a feat slot, this one is used for this purpose.

Lich

You have undergone the rigorous and blasphemous ritual of lichdom and emerged as an undead creature of legend.

Prerequisites: You have completed the ritual of attaining lichdom, evil alignment,
must be able to cast 5th level arcane or divine spells.

Benefits: You gain the template “lich”.

The Path of the Vampire:

It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn fit for little more than menial service to an undying master. However, our villains are made of sterner stuff.

To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascension.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.

Prerequisites: You must be bitten by a vampire.

Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying

You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.

Prerequisites: The Bitten, 3rd level

Benefits: Your natural armor improves +2, your dark-vision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledglingvampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You can barely restrain your thirst for living blood.

Prerequisites: [] The Bitten, The Dying, 5th level

[b]Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).

However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.

If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.

Prerequisites: The Bitten, The Dying, The Risen, 7th level

Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points, you are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.

Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level

Benefits: You gain the full benefit and weaknesses of the vampire template.

Drawbacks
Aversion to sunlight is probably the most famous vampire weakness. Here is a magic item that can help a vampire participate during daylight hours. The Shroud of the Daywalker can help a vampire function during the day time.

The second problem all vampires must face is that they need to have a coffin readily at hand. They sleep within their coffin and must flee to it if reduced to zero hit points. Lugging around a coffin can be quite an obstacle but is likely a surmountable one. No doubt the vampire will either establish a lair or perhaps bring a carriage with them that contains their coffin and shields it from the light of the sun. Minions can be used for guard duty to secure the wagon when the vampire must be away from the coffin. Though not mentioned in the template, in traditional vampire lore, the coffin can be desecrated and rendered unusable by holy water or the blessings of a holy man.

The third disadvantage is one often forgotten about both in roleplaying games and fiction, but is perhaps one of the most interesting. A vampire cannot enter a private home or dwelling unless invited by someone with the authority to invite them in. It means that the vampire PC must find a way to, by trickery or guile, get invited into these places.

There is one more vampiric challenge – the creation of vampire spawn. An endlessly replenishable supply of CR 4 minions can be unbalancing. However, if you read the template carefully, this can be managed. First, the PC vampire can only control twice its hit dice in spawn. Any additional become free-willed vampires. Most newly created free-willed vampires will try to flee their creator and so will be of no use as minions. CR 4 spawn are unlikely to be terribly useful in combat at level 12 plus when the PCs are likely to actually have minions in their midst. What can you can do is allow minion organizations a one-time bonus of +2 to Ruthless checks made after dark after a vampire joins the party.

Asmodeus Feats:

The wicked have a variety of tools at their disposal to bring pain and misery to those around them. These feats are just some of the options they gain from their service to Asmodeus.

Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.

Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GM interpretation).

Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.

Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creatures that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pack one additional time per day.

[/b]Devil’s Pact[/b]
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.

Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefit: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.

Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.

Firebrand (Combat)
You can make use of a torch as a deadly, macelike weapon.

Prerequisite: Worshiper of Asmodeus

Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.

Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Ignore Pain
You are familiar with pain, and have become adept at ignoring when needed.

Prerequsite: Toughness

Benefit: Whenever you have the sickened condition, you only take a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Whenever you have the nauseated condition, you can take a move action and a standard action, but take a –4 penalty on any check associated with an action that requires a standard to complete (such as attack rolls, weapon damage rolls, some skill checks, caster level checks, and so on). When nauseated, you cannot take full-round actions.

Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.

Ordered Mind
Your study of Hell's laws improves your counterspells.

Prerequisites: Caster level 7th, lawful alignment, worshiper of Asmodeus.

Benefit: You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent’s spell is equal to 20 + the spell level of the opponent’s spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe’s spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe’s spell.

Priest’s Pact
You have devoted your divine talents to serve the will of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: You can call on the power of the Devil’s Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell’s level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil’s Pact one additional time per day.

Name unknown
You can consume the soul of a dying creature to heal the unholy.

Prerequisites: Channel negative energy 2d6, evil alignment.

Benefit: Whenever you make a coup de grace against a living creature, you can spend one use of your channel negative energy class feature as a swift action. If the creature dies and has at least as many Hit Dice as the number of dice you roll for channel negative energy, the channel heals all evil creatures (living and undead) within a 30-foot burst instead of its normal effect. If the creature does not have enough Hit Dice, the channel energy attempt is wasted.

Unholy Spell (Metamagic)
You can enhance your spells with the power of Asmodeus, making them more deadly to those who oppose his infernal will.

Benefit: An unholy spell has a different function depending on the target. Good creature’s take a –2 penalty on any saving throws made against an unholy spell, while evil creatures gain a +2 bonus on such saving throws.
In addition, if the spell deals damage, half the damage is considered unholy damage, which bypasses any resistances the target might possess. If the saving throw reduces the damage, if halves the unholy damage and the normal damage. An unholy spell takes up a spell slot one level higher than the spell’s actual level.

Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.

Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.

New Undead Feats:

Become the Swarm
You may transform into a seething living swarm of small creatures.

Prerequisites: [b] True Vampirism

[b]Benefits: You gain a new supernatural ability – form of the swarm.

Form of the Swarm (Su): As a standard action, a vampire with this ability can change into a bat swarm, cen-tipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed.
The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.

Blood of the Deep
Though you are a vampire, somewhere in your history there is a powerful connection to the sea. Running water is no threat to you.

Prerequisites: A vampire (the Risen or later)

Benefits: You are not harmed by running water as most vampires are. Further, you can “fly” through the water. You have a swim speed equal to your normal movement rate.

Creature of Darkness
You are particularly well attuned to conditions of utter darkness. Even the greatest of magical darkness does not hamper your ability to hunt.

Prerequisites:[b] Darkvision 60 ft., Undead

[b]Benefits: Your darkvision increases to 120 ft. You can also see perfectly in any darkness even that created by deeper darkness.

Dark Flight
You are able to fly without first transforming into a dire bat.

Prerequisites: [b] True Vampirism

[b]Benefits:[b] You gain a fly speed 40 ft.(good).

[b]Hasty Rebirth
So powerfully bound are you to your phylactery that you do not long linger before you are rejuvenated.

Prerequisites: Lich

Benefits: You always rejuvenate in one day.

Normal: A lich takes 1d10 days to rejuvenate.

Lingering Spirit
The connection of your spirit to your physical form is particularly strong.

Prerequisites: A vampire (the Risen or later) or a lich

Benefits: Instead of instantly being destroyed or forced into gaseous form at zero hit points, you instead remain intact until you are reduced to your negative Charisma score. Though you fall seemingly dead, you can be restored by negative energy (or blood in the case of vampires) as normal. However if you have not been healed after minutes equal to your level have passed, then you suffer the normal consequences of being reduced to zero hit points.

Normal: As a vampire or a lich you are immediately destroyed (or forced into gaseous form) at zero hit points.

Master Vampire
You are truly a lord of the undead. You can create far more spawn than usual and use them as your puppets.

Prerequisites: True Vampirism

Benefits: Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit Dice.

When this feat is taken, the vampire chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy. Depending on the ability chosen, the vampire can hear what its spawn hears, see what it sees, or communicate telepathically with it. The vampire may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes. A vampire may only use this ability with one spawn at a time. The vampire and vampire spawn must be on the same plane for this ability to function. While using this ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless, though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body.

If you are using the optional minion system from Book II, any bonuses you receive from vampire spawn minions are doubled.

Mortal Visage
The ritual of lichdom that you undertook did not transform you into an undead monstrousity. Instead, you appear much like a normal human and have mastered moving amongst the living. Only the closest of examination (for example, you have no heart beat) will reveal you for what you truly are.

Prerequisites: Lich

Benefits: You do not appear to be an undead. You gain a +10 bonus to Disguise skill checks to appear mortal and Bluff and Disguise are always class skills for you.
You can temporarily drop the disguise as a swift action and reveal your true nature. Only then does your fear aura special attack become active. Restoring the illusion of normality is a full-round action.

Red Feast
Blood is the life for all vampires, but you find it particularly invigorating and devour it greedily when given the chance.

Prerequisites: True Vampirism

Benefits: You do 1d6 Constitution damage and gain 10 hit points or 10 temporary hit points from your blood drain special attack.

Normal: A vampire does 1d4 Constitution damage and gains 5 hit points or 5 temporary hit points from their blood drain special attack.

Sunlight Resistance
The sun, though still your nemesis, is not as instantly destructive to you as it is to other vampires. You still feel its sting, but you may actually function briefly in the light of day.

Prerequisites: A vampire (the Risen or later)

Benefits: For a number of rounds equal to your Charisma modifier you are only staggered in direct sunlight. After that period of grace is over, you remain staggered and on the next round take one third of your hit points in damage. No damage reduction can reduce this. The next you are utterly destroyed.
If you ever make it back to cover from the sun for one full round, your “count” of rounds of resistance resets.

Normal: Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.

Undead Overlord
Your arisen spirit is particularly potent. Other undead find you impressive and awe inspiring. Mortals rightly tremble before you. You have always had this potential within you but at last, you mastered your state of undeath enough to exploit its power.

Prerequisites: Lich, 15th level

Benefits: You gain a +2 bonus to all Diplomacy checks when dealing with the undead. Your channel resistance increases to +6 and your Fear Aura DC is increased by +2.

Unnatural Armor
Your undead flesh is astonishingly durable and almost as hard as plate mail.

Prerequisites: Lich

Benefits: The natural armor bonus granted by the lich template is increased to +8.

Vampiric Nobility
You were sired by a vampire of a noble and exalted bloodline and at last you have claimed that heritage. Your blood is more powerful and resilient than others of your kind. Other undead can sense your ancient blood and respect you for it, even if grudgingly.

Prerequisites: True Vampirism, 15th level

Benefits: You gain a +2 bonus to all Diplomacy checks when dealing with the undead. Your channel resistance increases to +6 and your Dominate DC is increased by +2.

Withering Touch
Most liches rarely use their touch attack, instead preferring to rely upon their powerful spells. Not so for you. You have honed your touch into a fearsome weapon.Your touch attack channels negative energy with amazing efficiency, destroying life and restoring the undead.

Prerequisites: Lich

Benefits: Your touch attack deals 2d8 points of negative energy damage +1 point of damage per Hit Dice of the lich.
If you use your touch attack to heal any undead (including yourself) it heals at this improved rate.

Normal: A lich’s touch attack uses negative energy to deal 1d8 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the lich.


Even the weather seems to singing Mitra’s praise as your entourage reaches Branderscar. The rolling cage you’re held in and the armed escort makes their way across the bridge and up the rock to the majestic gates of Branderscar.

As your carriage comes to a stop in the courtyard the first thing you see is the white marble fountain crowned with a knight at the centre. On it’s basin is inscribed the ominous “Thus is justice done.”

Besides it stands your welcoming committee; an elderly white haired man with an eye patch, a heavyset dark haired man smiling maliciously at you and 5 other guards. ”Welcome to Branderscar,” the old man says, ”I am Warden Richter. If you behave yourself, your last days here will be as peaceful as they can.”

He turns to one of the guardsmen reaching for a scroll, the guardsman drops it. With a few gestures and a mumble the scroll suddenly levitates to his hand. He opens it and studies it for a little while and hands it to the man besides him. ”Sgt. Blackerly take care of it.” The sgt. studies the scroll shortly before he turns his attention towards you as the warden walks away.

His gaze focuses on Randu, quickly he closes the distance to the prisoner standing uncomfortable close. ”So boys this is Randu, a common murder that even his father disowned. No last name murder? No? That’s right your father took it away. With a wave of his hand he gestures for two other guards to bring the red hot coals and the branding iron to him from the gatehouse. ”We’re generous folk here at Branderscar, so welcome to our family. Hold him boys. “ Sgt. Blackerly brands you with great pleasure. As you’re let go you see the runic F on your left forearm marking you as forsaken.

”Now who is next? “ he says with great glee. After consulting his list he steps up to pale Orodreth. ”So my good man Orodreth Míriel, I do believe you get a little lost some times, not knowing when to stand your post. We’ll help you with that.” he says with fake friendliness before eagerly reaching for the branding iron. ”This should remind you not to run” he laughs pointing at your new brand.

”I could get use to this,” he chuckles as he searches the list for his next victim. ”Oh not even saving the best until last” he almost moans as he lays eyes on Lyrysa and continues: ”Come here sweetie. Do you trade favours as you traded slaves Lyrysa? “ He lifts her head and looks straight into the deep pools of purple. ”It would almost be a shame to scar such beautiful skin. Almost,” he says as the white-hot iron connects with a sizzling sound.

”Now, now we can’t forget the rest of you.” he says and once again looks at his scroll. He looks up, smiles and taunts: ”Don’t worry boys it’s not the fallen one himself – only a cheap look-a-like.” He mockingly bows as he grabs the rod. ”More fire for your lordship perhaps?” he asks before branding you.

Letting the branding iron regain heat sgt. Blackerly glances at the scroll before gripping Tykk’s arm jerking him towards the coals. ”So Tykk Raleon. Consorting with servants of the enemy are we? Spreading his filthy lies. You’ll burn for this. Let me give you a sample of what’s to come. “ he grins.

After this almost ritualistic branding sgt. Blackerly leads you and the guards into the great hall, to the second level where the prisoners are kept. Once in your cell your manacles are exchanged for iron cuffs tethered by one long chain. You are left in this windowless stone bunker, solid bars and almost antique doors keep you in your cell and separate you from the rest of the guests of Branderscar.

The only positive thing you can say about the guards working at Branderscar is they do not discriminate, everyone, noble or commoner, male or female, all are manhandled and mistreated.

Enjoy your stay for the next three days…

That is quite a block of text, I know. Feel free to attempt the check below if you qualify.

Knowledge religion DC 10:

St Dothan the Just is the Mitran pantheon’s saint patron saint of law and order

Spellcraft DC 15:

The warden casts mage hand.


First of all welcome to a hopefully great and potential evil game, may you escape safe and sound.

I'll have the game thread up later to day.

If you have any questions let me know. Now is the time for any changes in backgrounds.


Two points before you read any further. One this is a trial run before I run this in real life, so be prepared for the occasional error. Two read the posting requirements and agree to them before applying.

Campaign introduction:
The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honorably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.

There is a player's guide located HERE that is free to download.

Campaign Notes:

Talingarde is a virtuous kingdom that has all but rooted out the worship of Asmodeus more than 20 years ago. For this campaign the only two gods of note are Mitra and Asmodeus. There are minor deities and outsiders that serve both gods and are worshiped by some.

Mitra, the Shining Lord, is the god of the sun, bravery, honor, justice, charity. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

Asmodeus is the most powerful creature in all of Hell; his origins are lost in the first moments of time, and those who may have glimpsed the truth in such heretical texts as the Book of the Damned are loath to speak of them. He is the unquestioned lord of Hell, one of the oldest and strongest beings in existence. His schemes are intricate and myriad, and his patience spans eons. He is the keeper of cold order, a dark and lawful majesty who has no need to exaggerate his pedigree.

Talingarde has on its border to the north a savage region they have been unable to tame. Instead they have built a series of watchtowers that defend the south from any trouble coming from the north. So far this has been successful.

Posting Requirements:

I am going to hold you to a double standard here. I will try and post once a day, but will likely not be able to. However I expect you to post within a day of my latest post during the week and within 2 days during the weekend.

Character Creation:

Level: Everyone will begin at 1st level

Ability Scores: Ability Scores will be determined by the Focus/Foible system. Under the Focus/Foible system, each player will choose one stat to be an 18 (the Focus), and another to be an 8 (the Foible). Afterwards, each stat will be rolled in order by a 1d10+7 roll.

Races: All Paizo races are allowed but know that I am strongly favouring races from the Core book. If you choose a non-core race please consider that Talingarde is predominantly human with some elves, dwarves, and half-elfs so any other races are rare and will stick out in Talingarde. You will have options to hide who are are no matter what race as time goes on so don't let that scare you off, but be aware of it.

Alignment Restrictions: You can be either Lawful Evil or Neutral Evil. Certain classes may have restrictions beyond this.

Classes: No Paladins, Summoners, Gunslingers, Ninjas or Samurais. All other classes, prestige classes and archetypes from any Paizo source is allowed, though there. Also in the campaign tab there are prestige classes and archetypes that will fit the theme for this campaign. (as well as a path to become a lich or vampire)

The Anti-paladin has to be a follower of Asmodeus and is Lawful Evil. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment. Also, an anti-paladin uses their fiendish boon to add the ‘axiomatic’ property to a weapon.

Assassins can be a great choice for this campaign. Subtle killing can potentially be useful again and again.

Barbarians can be a good choice, but have to be neutral evil. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate.

Clerics and inquisitors must worship Asmodeus. All clerics of Asmodeus can spontaneously cast Infernal Healing (Spell Levels 1-3) and Greater Infernal healing. (Spell Level 4 and 5). Each Spell level of infernal healing adds a minute to its duration A third level Infernal healing would heal 1 hp/round for 3 minutes

Druids must be neutral evil but you must decide why such a character would ever join an organization that honors a lawful evil god.

Monks have to be lawful evil.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Traits: You get two traits, one will be your crime (see below) the other can be any Paizo trait. The fluff of a trait can be changed to something more appropriate as long as the mechanics are the same.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.

Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not have their animal companion with them as it was slain during their capture.

Inquisitors and Oracles lack their holy symbol if they need one.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Crimes of the Forsaken:

Every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are in Branderscar because you deserve to be.

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Asmodeus.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labor in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Background/Fluff:

Make sure to weave your traits, personality and motivations into your background. I would also like to see some personal goals and why you would want Talingarde brought to its knees.

After the group has been chosen there can be some re-writes for fitting in with the others or I may make some suggestions.

At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Recruitment Timeline:

Recruitment will last at least until Friday the 22nd of March. I may send out questions about your submissions. I might also close recruitment earlier if there are many submissions. You will be informed at least 24 hours in advance.

And if anyone feels they recognize the format, they might be right. I have borrowed heavily form GM Blood's recruitment thread with his permission.


It is early morning in the frozen lands of Irrisen and you are standing a stones throw from the ice cold waters of Glacier Lake where Marbleflow River empties itself into the lake. You seem to be the lone survivors of the capsized ship that were taking you four and other slaves to the capital.

Searching among the stranded ship you find the equipment your captures confiscated from you during your enslavement. Finally having proper protection from the cold you look among each other and the land entombed in a permanent winter, now only shivering from the thought of what to do and where to go.

Lets kick this of. Your two main problems atm the climate and food.


Welcome to the game.

Feel free to put the finishing touches on your characters and let me know when you're ready to begin.


[MYTHIC PLAYTEST] So cold

The appetiser
The last puffs of the storm that saved you blows past you as you once again stand on the western bank of the Marbleflow River where is washes out into Glacier Lake. Before you lies your gear, your captures thankfully brought it a long to sell.

Somehow you were captured and on your way to Whitethrone as the newest slaves to the capital of Irrisen.

That is not important anymore. Now you and the few others that survived stand in the middle of Irrisen and need to decide what to do? All you have is each other.

Character selection
Character selection will be based on two parameters. First does your character capture me, can I really have a game without them? Second will they shed light on different aspects of the Mythic rules, e.g. I am not choosing 5 archmages.

I'll choose 4-5 characters.

Character creation:

Stats: 15 pt. buy

Level: 5

Mythic tier: 2

Races: Core races only, no exceptions.

Classes: Core classes only, no exceptions.

Traits: 2, feel free to reflavour within reason, but they must be incorporate into your background.

Wealth: 10500 gp, max. half on one item.

Background: Length does not matter.

Alias: For application I would like a link to an alias, you do not have to post with it I just need the link.

Guns: No.

Alignment: In principal free, but I want a good explanation for an evil alignment and I do not want it to disturb the party coherency.

I expect you to try and post once a day, but understand that sometimes you won’t be able to. If we need to move on I will gmpc your character.


A bloody cold day

The autumn is finally showing some teeth, a brisk cold wind is blowing from the north as you are marched up waiting for the commander to appear. The close presence to River Esk means that the morning fog still hangs in the air. A middle-aged man walks among the ranks of approximately 20 men pushing and pulling making sure everyone is in their place. He mostly resembles a dwarf in stature and physic. Shorter than most around 1.65 m and with salt and pepper beard and hair, the first long and the later short the mistake is understandable. A young dwarf makes it and regrets as the man scolds him like a child.

A single trumpet sound breaking the monolog of the man, who commands: ”Attention… I said shut your gaps the captain is here.”

A thin man walks out from one of the doorways, where he was waiting. He is clad in battered plate armour and from his shoulders hangs a red cape with small gold embroideries signifying his rank as captain and commander of the castle. He raises his voice in the silent courtyard. ”Good morning everyone and welcome to Castle Firrine. I am Capt. Gabraon Gauntwood, commander of the castle. Your duties here are clear protect this region and the people living here while at the same time stemming the tides of Belkzen. Do this well and our time together here will be smooth.” He paused and looks at the group gathered and continues: ”I am going to turn you over to Sergeant Major Graymoor, Sergeant Major.” and walks off.

The little man spring into action: ”Thank you sir.” He walks to the front of the gathered men and thunders: ”As the capt. said I’m Sgt. Major Graymoor. I oversee the daily defence of the castle and land. That means I decide what you do here. If you do what I say we’ll get along fine for the crusade. You’re all new here and this is no Calistrian love temple, so buy Gorum keep your weapons sharp and handy and you might survive this. “ He stops speaking allowing his words to sink in.

He pulls a list from pocket in his uniform and continues: ”First group up for morning patrols: Paschal, Garethka, Baccus, Voldniq and Wright. Go see Sgt. Wall over there. “ he points to an average man who steps forwards and raises his hand. ”All right crusaders break up and get going. ”

So there is the beginning. Sorry about the delay. Can anyone suggest good tool to make battlemaps and city maps?”


Welcome everyone.

Now is the time if you need to put some finishing touches on your character. In regards to weight and encumbrance, I would like a broad estimate not one for one calculations, just be realistic in regards to strength.

Any questions let me know.


First defence and last stand
It is year 4712 many crusaders head to Mendev and the Worldwound leaving the defence against the Orcs of the Hold of Belkzen and the watch of Gallowspire undermanned. The Watcher-Lord cries out in rage against this desertion, you have for some reason answered the call and are heading to Castle Firrine to protect the nations around Lake Encarthan.

Game expectations:

This is my first PbP game as a gm, so you’ll have to be prepared for some hiccups along the way. I have gm’ed tabletop a couple of times before and played a few PbP.

As this is my first PbP, it might not be as sandbox as I would like, some linear plots might come along.

I expect you to post once a day in weekdays and at least once during weekends

I am looking for 4 to 5 players and expect to close applications the 5th of September 1200 GMT

Character creation: :

Level: 1

Race: Core primarily, I might be open to other classes such as aasimar and tieflings

Classes: Pathfinder only, no psionics

Stats: 20 pt. point buy

Traits: 2 chosen within the normal rules

Wealth: Maximal starting gold for class

Background: I appreciate a good background, but try to keep it to 3-4 paragraphs max.